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If you build your other character to be a heavy hitting physical damager, then this combos quite nicely. If you want to somewhat keep to Beast’s battlemage concept as well, you can mix things up by making him a spear build finesse character and using cleave spears whenever you can. Sparking Swings casts a spark per target hit and while dual STR cleave weapon’s make this pretty dirty, spear cleave range is something like 45% of a whirlwind on regular attacks. The range is huge. Mix that with torturer and worm tremor from Fane and you can outrange enemy melee characters with the spear attack range, dealing your melee damage while the enemy can’t attack you back. Geo pairs insanely well with physical builds despite being magic since oil slows and the entangled effect both have dodge reduction, meaning that just 5% accuracy from a venom tune in the neck slot guarantees you’ll never miss melee attacks, and with entangled and slow, this even extends to targets with a dodge aura effect.
I'm thinking of taking Sebille, Ifan, Beast, custom undead. I plan on doing necro-summon, pyro-hunt, war-geo, scoundrel-war-hydro, and sprinkling in any others as I need them.
I'll also being playing an evil campaign, rather than a mostly-good.
Vampire runs nicely and is pretty true to what you'd expect, but the Mirage - a sort of illusionist - is capable of summoning an animated sword or bow and as well as an illusory-looking mage to help in fights. Great fun!
I read only that Beast is quite a bore to play with... Is that true? I kinda want him to be my lead and not Fane for some reason. I haven't used any spears, my only melee fighter was the Red Prince and i just went with Dual Handed all the time. It felt by far the most effective. On one hand i want to try something new and perhaps give a shield to Beast, but on the other there is nothing like him looking like from LOTR and just destroying everything, so i kinda want that too :D
Anyway thanks for the suggestions, keep them coming if someone has any new ideas.
The thing with shield builds, is that they’re not really all that good. STR weapon and shield is probably the weakest setup you can run. Anything it does, something else does better. Like most things, it can still work, but “tanking” isn’t really a thing in Divinity since there’s not really all that much in terms of Aggro control and what little there is tends to be CC like rooting a melee so they can only attack things in melee range. But why give them something to attack right?
Two handed weapons are generally the best for melee, while dual weapons works on rogues or battlemages with dual cleave weapons trying to make the most out of sparking. Weapon and shield is for mages since their weapons are just stat sticks anyway. Shields on melee just inhibit the effectiveness of their melee attacks for survivability in the most inefficient way. The worst way to go about survivability for your team is soaking damage. You should be looking to avoid, mitigate or prevent damage primarily. This is best done through CC effects and things like line of sight. Tanking damage isn’t really a valuable thing if you can avoid said damage instead.
If you do use a shield melee, going with daggers is the better option since it does pretty much everything a strength weapon build does, but it gains all the utility of a rogue and the scoundrel skills plus that extra mobility of backlash and a more balanced armor value with the extra magic protection finesse armor has. For more efficiency, it’s definitely the better way to go. Otherwise a two handed build wins out. Spears I suggested just because they’re a weird weapon many players don’t ever really build for. They can be awkward as finding a new one can be a struggle at times, but their long range makes for some interesting tactics. Spells like Whirlwind gain additional range because of the weapon range and if you can build around spears with cleave, you can do some pretty nasty things. Imagine a late game build with a 50% cleave spear. If you can get a 2x crit multiplier and high crit, you can get your crits to hit for 100% damage on cleave. Mix in 1hp and death wish and you can bump that to 200% cleave and 400% main target. But it gets better. If Fane does the above build and buffs his armor to a ridiculous level, you can have him shackle something in close range, then attack Fane and cleave the secondary target so they take that 200% cleave alongside the 400% main damage as well dealing 600% weapon damage per strike. Being at 1hp is a risk, but as long as you’re below 50% you gain a reasonable benefit and can use the What A Rush talent to make your AP start at 5 each turn and have a cap of 7. Mix with Executioner and the amount of AP you get to play with is pretty nasty. Though you do have to self damage yourself before fights and keep him low to really get the most from the death wish spear cleave build.
I did it once. Didn’t always work, but when it did, it was nasty the damage you could do. And since it’s an auto attack based build, memory isn’t important much so you can cap finesse earlier and spare more points for wits.
One more question. Is there any bonus for not taking someone in your party? I'm trying to figure out whom to give the last 2 spots too. I'm pretty sure i want Ifan, but what about the last? If i don't have Lohse, do i have other things i can do with the Doctor? Same if i don't have Sebille, any bonus in that with the way the Elves do in the game? Thanks
You can play lone wolf if you just want the two characters total though. There’s no benefits to only having two or three characters otherwise though.